Android :: Crashes - Blank Screens When Running OpenGL Application
Jan 14, 2010
I'm nearly ready to publish my OpenGL game. I've been browsing this newsgroup and I've seen quite a few posts regarding crashes, blank screens, etc when running an OpenGL application on the Droid. I have three questions:
1) What are some common pitfalls that occur when trying to support the Droid/Nexus One? So far, I've tested my game on the Android 2.0 emulator (both WVGA & FWVGA) and everything works fine but I'm still paranoid.
2) I've placed my textures (png) in the assets folder. Will these images be pre-scaled automatically? I've read about specifying density independent images for resources but do the same rules apply for images stored in the assets folder? I'm afraid that pre-scaling will cause my textures to become non-power of 2.
3) What additional strategies have developers been taking to ensure their application works on the newer devices when they only have access to G1/G2 hardware?
View 10 Replies
Mar 29, 2010
I have a simple app that I am building to get the hang of android's development environment - and things like click events, etc..
The app loads, and I am able to change the text in a textfield using a button handler. However, when I import the location class, and try to do a simple GPS call, the application crashes.
The problem is, everything looks good in Eclipse (error console) - and I'm not seeing any exceptions in the android emulator (DevTools). I have the logcat window open, but I haven't done anything in eclipse/code to send logcat anything (do I need to?)
Is there a better way to troubleshoot?
CODE:........................
View 2 Replies
View Related
Dec 28, 2009
I ran into a rather strange problem with my OpenGL game. While most textures look good, five or six are not drawn on Droid, and I don't see anything special about these images/models. For example, my HUD is made of 4 elements. The upper part is drawn correctly, while the lower part appears as white rectangles. The code used for loading and drawing these models and textures is exactly the same. Textures are 32-bit TGAs in both cases, POT dimensions, in - nodpi, inScaled==false, using GLSurfaceView to rule out configuration issues. No problems on G1 and Hero (and of course on emulator). And I don't have the Droid, so I can't just try whatever comes to my mind. Asked users to send me logs - no errors, all models and images appear to load normally.
View 2 Replies
View Related
Mar 31, 2010
Over the past couple of months, the home screens on my Hero has sudden gone completely blank (i.e. all widgets disappeared!).
Have anyone else experienced this?
View 3 Replies
View Related
Apr 2, 2014
is there anyway to prevent this from happening? some sort of system lock i'm missing?
View 1 Replies
View Related
Mar 5, 2009
I tried a simple mediaplayer application, just to run a .3gp file. First, i put the .3gp file in "Raw" folder and tried to run, but nothing is displaying, just blank screen only.... please guide me, where i am going wrong. I dont have any xml file, is it needed ??
Heres the code, which i am trying
CODE:....................
View 9 Replies
View Related
Jun 12, 2014
I have the galaxy S5 running 4.2.2
I hate having the phone wake up in my pocket after unlocking with either fingerprint or pin.
The phone is set to lock after 5 minutes of inactivity - but if bumped in the pocket, the phone wakes up without the swipe lock screen.
Is it possible to use a combination of two lock screen types?
View 3 Replies
View Related
Jun 28, 2010
I have a project that builds against Android v2.1 . I can run it fine on a phone running 1.5 but when I try to launch it with an emulator running 1.5, the emulator doesn't show up on the list of available AVDs. I have the <uses-sdk android:minSdkVersion="3"/> tag in my manifest but it doesn't make a difference.
View 2 Replies
View Related
Nov 16, 2010
intentTest.java:
package intentTest.xyz.com;
import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
import android.view.View;
import android.widget.Button
public class intentTest extends Activity {
Button b;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
b = (Button) findViewById(R.id.b);
b.setOnClickListener( new View.OnClickListener() {
public void onClick(View view) {
Intent intent = new Intent(intentTest.this,seond.class );
startActivity(intent);
}});
}}
main.xml:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
<TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="First screen"
/>
<Button
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="click"
android:name="@+id/b"
/>
</LinearLayout>
seond.java:
package intentTest.xyz.com;
import android.app.Activity;
import android.os.Bundle;
public class seond extends Activity{
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.second);
} }
second.xml:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="second screen"
/>
manifest.xml:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="intentTest.xyz.com"
android:versionCode="1"
android:versionName="1.0">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name=".intentTest"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:name=".seond"></activity>
</application>
</manifest>
I get the following error code:
11-16 01:26:07.156: ERROR/AndroidRuntime(779): Uncaught handler: thread main exiting due to uncaught exception
11-16 01:26:07.166: ERROR/AndroidRuntime(779): java.lang.RuntimeException: Unable to start activity ComponentInfo{intentTest.xyz.com/intentTest.xyz.com.intentTest}: java.lang.NullPointerException
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2401)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2417)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.app.ActivityThread.access$2100(ActivityThread.java:116)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1794)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.os.Handler.dispatchMessage(Handler.java:99)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.os.Looper.loop(Looper.java:123)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.app.ActivityThread.main(ActivityThread.java:4203)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at java.lang.reflect.Method.invokeNative(Native Method)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at java.lang.reflect.Method.invoke(Method.java:521)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at dalvik.system.NativeStart.main(Native Method)
11-16 01:26:07.166: ERROR/AndroidRuntime(779): Caused by: java.lang.NullPointerException
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at intentTest.xyz.com.intentTest.onCreate(intentTest.java:18)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1123)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2364)
11-16 01:26:07.166: ERROR/AndroidRuntime(779):
... 11 more
View 5 Replies
View Related
Dec 7, 2009
I want to use a map in my application but I can't get it to run.
It always crashes with the following error:
CODE:.....
My XML file:
CODE:...................
My layout:
CODE:...............
In my code I add the map like this:
CODE:.............
View 5 Replies
View Related
Jun 17, 2010
Can someone explain to me why this AlertDialog crashes? code...
View 1 Replies
View Related
Nov 19, 2010
In my application I've implemented such that pressing the hardware volume keys displays a Toast with the current volume. Things go well most of the times. However long presses of the volume keys do succeed in crashing my application. The Log generated on crash is the following...
The approach I follow:
I have a toast Object and for every key press event detected I inflate a view ,set the view elements within, set it to the toast and then show the toast.
Any idea what is going wrong ? code...
View 1 Replies
View Related
May 26, 2010
My app crashes when the device orientation changes..Tried debugging on real device, but I have no clue where the crash exactly happens.. I would appreciate if someone could throw some light on this:
Below is the error log...
View 2 Replies
View Related
Jan 18, 2010
I am trying to run an application on an android emulator, but it crashes. i am following a howto
i don't know what to do, it just crashes. other applications are running fine, can anyone tell me what i am doing wrong.here is the code...
View 4 Replies
View Related
Apr 6, 2010
While opening my application from application launcher. Sometimes I am getting blank screen for long time (almost 3 min). If I perform some key events then I am getting ANR. Log is as follows.
I/ActivityManager( 57): Starting activity: Intent {
action=android.intent.action.MAIN categories ={android.intent.category.LAUNCHER} flags=0x10200000 comp={com.test/com.test.MyScreen} }
E/JavaBinder( 57): !!! FAILED BINDER TRANSACTION !!!
After this I am getting activity launch timeout and Idle timeout. Is there any design issue with my activity or problem with android environment.
View 5 Replies
View Related
Oct 25, 2010
I am currently trying to develop a game for android in OpenGL ES and I am testing it on my Nexus One. But I have run into some performance problems,and I would like to ask somebody about it,could you help?I currently have a very basic scene - background made of 25 tiles(256x256 texture each), and then a number of textured cubes(128x128 texture for each side of a cube ). However,when I try to display approx. more than 10 cubes, the performance becomes so sluggish that I can't even rotate the scene smoothly. I can't imagine how can I add more objects(player,enemies, all that kind of stuff) when it runs so slowly with 35 objects in total. I mean - games like Raging Thunder 2 probably display hundreds of objects at once(plus they do lots of computations behind the scenes) and they run super- smooth on my nexus one. What am I doing wrong? Could somebody help me please?
View 13 Replies
View Related
Nov 24, 2010
So I started with this little write-up. I wanted to try to make an application that will take pictures while running in the background. To start though I wanted an application that once opened would simply take a picture every X seconds. After recreating the classes and methods show in the walk through below I ran into a few problems.
http://itp.nyu.edu/~sve204/mobilemedia_spring10/androidCamera101.pdf
For starters its seems that the onCreate function sets up all the objects for the application, but if you try to take a picture through any other method than onClick (IE directly calling it) the application actually hasn't setup the canvas or the preview yet.
My first question:
Is there any conditional method that you can setup that will wait till all the "onCreate" objects are created and their associated methods are called and finished? How do I wait for the application to finish putting together my surface and starting the cameras preview before automatically starting to take pictures?
My second question:
I am required to have a preview available to take pictures. Is there anyway to push this application to the back (IE running in the background) while still taking pictures? Is drawing to a canvas a requirement? (From what I can tell AFAIK, you are required to have a surfaceholder to start preview, when you put up another screen or application that pauses the current application and closes the surface/canvas you were presenting that preview on). If my understanding is correct on all of this the best I will be able to do is make a 1x1 pixel canvas that will still take up the screen due to the application being in the foreground.
My Third question:
Is there any way around this? Can you still utilize the camera in some fashion without requiring the preview be drawn?
View 1 Replies
View Related
May 21, 2010
My app is using the camera on the phone. For phones w/ 2.0+ I have been able to activate the Flash. When I test on a phone with 1.5 OS on it the app crashes. I get: java.lang.reflect.InvocationTargetException and the Cause is java.lang.VerifyError: fishers.Nav.TakePicture$1
I assume because you have to access the flash differently in apps below 2.0? Can anyone give me some advice or links to examples showing how I could make it work over the whole range of Operating System version or is that just not at all do-able?
View 5 Replies
View Related
Nov 11, 2010
I have a small mp3 (326KB) in my res/raw folder. In my code, I have mPlayer = MediaPlayer.create(FakeCallScreen.this, R.raw.sample); Player.prepare(); mPlayer.start(); The application just crashes when it tries to start the activity, I cannot figure out why.
View 2 Replies
View Related
Sep 20, 2010
I have registered a Receiver component for ON_BOOT_COMPLETED broadcast, in my application. The receiver does just prints a line in its onReceive() callback. However, when I boot the emulator(by executing Run as->Android application command from Eclipse) and unlock the screen on start up, I get an ANR dialog displayed in my Application. Following are the exceptions logged:
CODE:.............................
View 4 Replies
View Related
Jan 18, 2010
I am very new to android programming. i was following a guide in here, to create an application that shows the current location, i did as was told in the guide, but whenever i try to run it, it crashes, and asks for "force Close",
does somebody know what i am doing wrong? here is the code....
View 2 Replies
View Related
Sep 5, 2009
I want to implement OpenGL ES application on WebView. Can the application be ported that way? I have an Applet Player which uses JOGL for rendering purpose and JavaScript for event handling. Now to port that application on Android I have completed rendering on GLSurfaceView. For event handling I need to replace the code of Javascript with something else. Can I call Javascript and parse it from my standalone application. Or I would have to use WebView class to use it.In case I need to use WebView for calling Javascript then can I draw opengl es on WebView.
View 2 Replies
View Related
Jun 14, 2010
Shown are a few lines of code. If I play a single sound, it runs fine. Adding a second sound causes it to crash.
private SoundManager mSoundManager;
/** Called when the activity is first created. */
@Override public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState); setContentView(R.layout.sos);
mSoundManager = new SoundManager(); mSoundManager.initSounds(getBaseContext());
mSoundManager.addSound(1,R.raw.dit); mSoundManager.addSound(1,R.raw.dah);
Button SoundButton = (Button)findViewById(R.id.SoundButton);
SoundButton.setOnClickListener(new OnClickListener() {
public void onClick(View v) { mSoundManager.playSound(1);
mSoundManager.playSound(2); } } ); }
View 1 Replies
View Related
Jan 25, 2010
I have a G1 Android that's been rooted. My problem is that Market and Gmail crashes on launch. I also cannot get to the Data Synchronization page. It displays the page for a split second and then instantly closes out. Is there a way to reset the apps? I've tried factory reset and upgrading to a newer version of Cyanogen mod without success.
View 1 Replies
View Related
Oct 19, 2010
I am writing an android application that check the username and the password of the user once a login button is clicked
i run the app in the emulator and when i click on login button the application is crashed code...
View 1 Replies
View Related
Oct 23, 2009
I've just dusted off an application I did for Android half a year ago. I upgraded to the latest SDK and Eclipse ADT. After some struggeling I get the application to run again. When I debug it I can see that all the right code are executed the right way. The application shows a OpenGL surface and animates stuff on it. It used to work perfectly (I even have it running on my HTC Magic device), but in the new emulator the screen is just white?
View 11 Replies
View Related
Oct 27, 2009
From the adb log of my G1's boot time, it shows "requestGPU returned -1", among other stuff. Does this mean that my OpenGL app is being rendered using software? BTW, I see the same messages on Hero as well.
------------------------------------------ log begin ------------------------------------------
I/SurfaceFlinger( 81): SurfaceFlinger is starting I/SurfaceFlinger( 81): SurfaceFlinger's main thread ready to run. Initializing graphics H/W... D/SurfaceFlinger( 81): pid 81 requesting gpu core (owner = -1) W/SurfaceFlinger( 81): couldn't grant gpu core to pid 81 D/EGL ( 81): requestGPU returned -1 E/libEGL ( 81): h/w accelerated eglGetDisplay() failed (EGL_SUCCESS) I/SurfaceFlinger( 81): EGL informations: I/SurfaceFlinger( 81): # of configs : 6 I/SurfaceFlinger( 81): vendor : Android I/SurfaceFlinger( 81): version : 1.31 Android META-EGL I/SurfaceFlinger( 81): extensions: I/SurfaceFlinger( 81): Client API: OpenGL ES I/EGLDisplaySurface( 81): using (fd=19) I/EGLDisplaySurface( 81): .......
View 2 Replies
View Related
Jan 15, 2010
I am having search application, which loads data retreived from the webservice.While application on create it shows progress dialog once its done with loading data it dismiss the progress dialog.problem is while loading if i change the orientation of the phone it works fine it try to load activity again, but if i start shaking the cellphone while it is loading data application get crashed, any solution?
View 1 Replies
View Related
May 13, 2010
I want to create a simple android binary clock but my application crashes. I use 6 textview fields: 3 for the decimal and 3 for the binary representation of the current time (HH:mm:ss).
Here's the code:
CODE:........................
View 1 Replies
View Related
Aug 23, 2010
How do I find out how much memory my openGL application is using at any given moment, including sounds, textures, and everything else? I've been wrestling with DDMS for hours and all it seems to show me is basic object allocation counts. I must be missing something, but I haven't had any luck searching. LONG VERSION: I've got an otherwise operational beta Android game which crashes out after a while on my device (Droid X). I'm fairly sure my problem is that my textures are not being properly cleared from memory. I'd like to confirm this fact before I start blindly making changes. My game does fairly frequent level transitions. During these transitions I typically dump a texture file, wait a bit, then load a new one.
Over time the application performance degrades. After 10 or so transitions frame rate starts to take a nose dive. 10 or so more and it usually dies. Prior to dying I see log messages like this: 08-23 12:26:58.038: DEBUG/Cursor(1265): fillWindow is not executed because Cursor object is closed. 08-23 12:27:27.186: INFO/ActivityManager(1239): Low Memory: No more background processes. And then eventually: 08-23 12:27:46.952: INFO/ActivityManager(1239): Process com.thup.lunchbox (pid 4927) has died. There are no specific error messages of any sort. I've got lots of ideas for things to try to fix this (e,g, glDeleteTextures), but I really want a way to measure before I start trying to fix.
View 2 Replies
View Related